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lpfreaky90 wrote:
updated nitpicking.png:
It's really the tiniest details but it does make your map look so extremely much better without any of these tiny errors
Oh, Portal 2 mapping conventions. By the way, good job Lpfreaky!
FelipeRRM wrote:
Thanks guys! Some nice tips there! Some are already fixed (like the button, it doesn't even exist anymore!).The project is going slowly, but I work on it everyday! The main problem now is the compile time (is taking like 30 minutes to compile this map), and this makes it very very hard to fix bugs
Have you considered:
1 skyboxes: in screenshot 2 it looks like you'll never get there, if you build it in a skybox it should load and compile faster.
2 cordons: they provide much faster compile for small sections of your level.
3 Fast compiles: no need for normal or full compiles until your final compile OR when you want to test out lighting.
That helps ALOT with compile times.
Take a look here: http://www.optimization.interlopers.net/index.php?chapter=intro
FelipeRRM wrote:
I think my biggest problem is the skybox thing, but how can I create a huge area, like a forest, without making a huge skybox all arround it?
Ever heard of a 3D skybox? 
There's a tutorial on interlopers, on using Cannonfodder's MDL Decompiler to change the size of your models, which could be done for use in the skybox.
http://www.interlopers.net/tutorials/2509
The command was, after the modelname in the .qc file, to type $scale 0.0625 to convert normal models to skybox size, and $scale 16 to convert from skybox size to normal size.
Hope this helps!
portal2tenacious wrote:
Could somebody just send you a test chamber .vmf to use in the mod, instead of actually becoming involved.
Well, if you can contribute that way, and if the testschamber are interesting, I can put them ingame!
FelipeRRM wrote:
It does help indeed, but It's a lot of work, and my only map with skybox is almost done, so I think i'll just tolerate this insanely long compile time...
I really think it would be a good idea if you used the 3D skybox and scaled your models accordingly. Seriously.

